This document provides an overview of gaming culture and examines gamers' impact on society. It begins with definitions of common game types like first-person shooters, real-time strategy, role-playing games, and simulations. It then discusses Local Area Network (LAN) versus Massively Multiplayer Online (MMO) games. The document outlines various social gaming events and conventions. It considers arguments around whether gaming promotes violence but also discusses gaming's influence on art, education, and socialization. The conclusion is that gaming offers strategic and technical skills while inspiring creativity and new ways of learning.
This document provides a list and descriptions of 12 fun board games suitable for parties and large groups. The games range from trivia games like Wits and Wagers to roleplaying games like One-Night Ultimate Werewolf to party games like Cards Against Humanity. Most games take 30-60 minutes to play and accommodate 4-30 players. The games are designed to be engaging for a wide range of players through creative gameplay elements like betting, bluffing, arguing, and meme creation.
The document proposes a new video game concept called "Sting" where the player takes on the role of a queen wasp emerging from hibernation. The goal is to build up a dominant wasp nest by managing resources, workers, and defending against threats over multiple seasons. Key gameplay aspects would include a top-down management view and first-person view. Surveys found most interest from female gamers and popularity of word-of-mouth and YouTube advertising for this target audience. The document does not provide any details on the proposed visual style for the game.
This document discusses various elements that are common across many computer games. It describes different types of gameplay, the importance of storylines, character customization options, the role of trailers in marketing games, modes involving player vs environment (PvE) or player vs player (PvP) gameplay, the purpose of maps and music in setting the atmosphere of games, heads up displays (HUDs) with information like health and ammunition, skill trees that allow players to progress their characters, leveling up through gaining experience points, including quests/missions/objectives to provide goals for players, and the function of loading screens.
Mobile Legends is a popular multiplayer online battle arena mobile game. It has become widely popular in Southeast Asia. The game is fun and engaging for many reasons. It takes elements of successful PC MOBA games and translates them well to the mobile format. It has clear goals, reasonable rules, encourages social interaction, allows players to improve their skills over time, and ensures matches do not last too long. These factors have contributed to its success.
This document provides an overview of game theory, including definitions of key concepts like Nash equilibrium. It discusses examples of games like the prisoner's dilemma and chicken game. Solution concepts for different types of games are introduced, such as backward induction for extensive form games. Linear programming formulations are presented for solving zero-sum games. Examples are provided to illustrate equilibrium concepts and how to model games as linear programs.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
This article predicts the winners for the Game Awards 2018 across various categories including Game of the Year, Best Direction, Best Ongoing Game, Best Narrative, and more. God of War is predicted to win several awards including Game of the Year, Best Direction, and Best Narrative due to its critical and commercial success. Other predicted winners include Fortnite for Best Ongoing Game, Red Dead Redemption 2 for Best Art Direction and Audio Design, and Beat Saber for Best VR/AR Game. The predictions are based on the games' popularity, reviews, and cultural impact.
MMORPGs are massive multiplayer online role-playing games that allow players to create characters and adventure in virtual worlds with thousands of other players. The genre originated from single-player computer RPGs and tabletop role-playing games like Dungeons & Dragons. Ultima Online (1997) was one of the first successful MMORPGs. World of Warcraft (2004) became the most popular MMORPG ever due to its expansive world and engaging gameplay, peaking at 12 million subscribers. However, MMORPG subscriber numbers have recently declined with the rise of popular multiplayer shooters like Call of Duty.
This document provides a list and descriptions of 12 fun board games suitable for parties and large groups. The games range from trivia games like Wits and Wagers to roleplaying games like One-Night Ultimate Werewolf to party games like Cards Against Humanity. Most games take 30-60 minutes to play and accommodate 4-30 players. The games are designed to be engaging for a wide range of players through creative gameplay elements like betting, bluffing, arguing, and meme creation.
The document proposes a new video game concept called "Sting" where the player takes on the role of a queen wasp emerging from hibernation. The goal is to build up a dominant wasp nest by managing resources, workers, and defending against threats over multiple seasons. Key gameplay aspects would include a top-down management view and first-person view. Surveys found most interest from female gamers and popularity of word-of-mouth and YouTube advertising for this target audience. The document does not provide any details on the proposed visual style for the game.
This document discusses various elements that are common across many computer games. It describes different types of gameplay, the importance of storylines, character customization options, the role of trailers in marketing games, modes involving player vs environment (PvE) or player vs player (PvP) gameplay, the purpose of maps and music in setting the atmosphere of games, heads up displays (HUDs) with information like health and ammunition, skill trees that allow players to progress their characters, leveling up through gaining experience points, including quests/missions/objectives to provide goals for players, and the function of loading screens.
Mobile Legends is a popular multiplayer online battle arena mobile game. It has become widely popular in Southeast Asia. The game is fun and engaging for many reasons. It takes elements of successful PC MOBA games and translates them well to the mobile format. It has clear goals, reasonable rules, encourages social interaction, allows players to improve their skills over time, and ensures matches do not last too long. These factors have contributed to its success.
This document provides an overview of game theory, including definitions of key concepts like Nash equilibrium. It discusses examples of games like the prisoner's dilemma and chicken game. Solution concepts for different types of games are introduced, such as backward induction for extensive form games. Linear programming formulations are presented for solving zero-sum games. Examples are provided to illustrate equilibrium concepts and how to model games as linear programs.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
This article predicts the winners for the Game Awards 2018 across various categories including Game of the Year, Best Direction, Best Ongoing Game, Best Narrative, and more. God of War is predicted to win several awards including Game of the Year, Best Direction, and Best Narrative due to its critical and commercial success. Other predicted winners include Fortnite for Best Ongoing Game, Red Dead Redemption 2 for Best Art Direction and Audio Design, and Beat Saber for Best VR/AR Game. The predictions are based on the games' popularity, reviews, and cultural impact.
MMORPGs are massive multiplayer online role-playing games that allow players to create characters and adventure in virtual worlds with thousands of other players. The genre originated from single-player computer RPGs and tabletop role-playing games like Dungeons & Dragons. Ultima Online (1997) was one of the first successful MMORPGs. World of Warcraft (2004) became the most popular MMORPG ever due to its expansive world and engaging gameplay, peaking at 12 million subscribers. However, MMORPG subscriber numbers have recently declined with the rise of popular multiplayer shooters like Call of Duty.
This document provides an overview of game theory, including its history, basic concepts, types of strategies and equilibria, different types of games, and applications. It defines game theory as the mathematical analysis of conflict situations to determine optimal strategies. Key concepts explained include Nash equilibrium, mixed strategies, zero-sum games, repeated games, and sequential vs. simultaneous games. Applications of game theory discussed include economics, politics, biology, and artificial intelligence.
This document provides the design details for the board game "The Not So Great Depression". It includes sections on the game description, designers' intent, developers' log of changes made, materials list, character cards, resource cards, scenario cards, card distribution, game rules, and game mechanics. The goal is for players to strategically survive in a post-financial collapse world by attacking, stealing from, or consuming other players to be the last one standing.
The document discusses 5 notable events in gaming history:
1) Brown v. EMA - A Supreme Court case that established video games as protected free speech.
2) Formation and closing of Irrational Games - The creators of Bioshock known for story-rich games.
3) The EVE War - An accidental in-game battle involving 28,000 ships, the largest in EVE Online's history.
4) The Corrupted Blood epidemic - A virus in World of Warcraft that spread beyond the game's boundaries.
5) The assassination of Lord British - When a glitch allowed a player to kill an invincible NPC in Ultima Online.
The document discusses using game theory to analyze video games. It provides background on game theory, explaining that it is the formal study of decision-making where players' choices affect each other. It outlines some key game theory concepts like the prisoner's dilemma, chicken game, and Nash equilibrium. It then discusses how different types of video games like cooperative, semi-cooperative, and competitive games can be modeled using concepts from game theory.
The document provides an overview of game theory, including definitions of key concepts. It discusses:
1) Game theory as the mathematical analysis of conflict situations where players make rational decisions. It aims to find optimal strategies.
2) Key concepts in game theory including games, moves, strategies, information, payoffs, extensive and normal forms, and equilibria such as Nash equilibrium.
3) Examples of games and equilibrium concepts including prisoners' dilemma, mixed strategies, and maximin strategies. Game theory has applications in economics, politics, and military strategy.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
This document lists the top 10 games of 2014 according to Retro Gamer magazine. It provides summaries for each game, praising their mechanics, presentation, and faithfulness to source material. The number one game is Shadow of Mordor for its nemesis system that creates emergent stories. Runner up is This War of Mine for providing a grounded look at the human cost of war. Third place goes to Shovel Knight for its throwback to classic games with modern design.
The document discusses how games are increasingly being used for serious purposes beyond just entertainment. It provides examples of games used by the US Army for recruitment and training. These games aim to realistically simulate experiences while also inculcating important values. The document also discusses virtual worlds and massively multiplayer online role-playing games that are used commercially but could potentially support analysis by allowing testing of theories against objective realities in simulated environments. Within 5 years, it suggests desktop applications may emerge that use 3D virtual worlds to allow analysts to investigate identities and events by simulating possible scenarios.
This document provides a top 10 list and honorable mention of the best retro games from 2013 as selected by Fawzi Mesmar. Each game is briefly summarized, highlighting elements like compelling story, level of customization, mature themes explored through innovative gameplay, emphasis on player decisions and consequences, attention to detail, tight controls and level design, local multiplayer fun, and perfect mixture of old and new elements. The number one pick is The Legend of Zelda: A Link Between Worlds, praised for its character design, missions, levels, items, soundtrack, and blending of old and new.
The document discusses the history and definition of MMORPGs (massively multiplayer online role-playing games). It notes that the term was coined in 1997 by Richard Garriott to describe games previously called graphical MUDs. MMORPGs are distinguished from other RPGs by having very large numbers of players interacting in a persistent, online virtual world. Popular MMORPGs like World of Warcraft can have over 10 million subscribers. The document outlines some common characteristics of MMORPGs like character progression systems, social interaction, character customization, and themes usually based on fantasy.
The document discusses three video games: Destiny, Super Smash Bros for Nintendo 3DS, and Candy Crush Saga. Destiny is a first-person shooter developed by Bungie and published by Activision and Sony. Super Smash Bros is a fighting game featuring Nintendo characters developed by Sora Ltd. and Bandai Namco and published by Nintendo. Candy Crush Saga is a puzzle game developed by King that was originally on Facebook and is now a mobile app. The document then analyzes the marketing mix of each game including product, place, promotion and price. It also describes the target segments for each game based on geography, demographics, psychographics, and benefits sought.
- The document outlines a game design project that requires developing an original IP game with interactive environments created in 3D modeling software and a game engine.
- It discusses genres, target audiences, gameplay mechanics, platforms, and unique selling points of focusing on two different characters and gameplay styles.
- Market research shows competitors like Assassin's Creed and Splinter Cell have declining sales, leaving an opening for a new stealth/combat game, though Heavy Rain remains a top seller.
This document appears to be notes from a foundations of serious games class. It includes a list of student names and points, possible discussion topics and readings, exertion game ideas, and summaries of existing serious games that discuss their design, goals, gameplay, forms of fun, theories, effectiveness, strengths, and weaknesses.
The document lists and briefly summarizes Retro Gamer's top 10 games of 2015. The number one game is Metal Gear Solid V: The Phantom Pain, praised for redefining stealth games and being Kojima's best Metal Gear game. Number two is Super Mario Maker, which allows users to create their own Mario levels. Number three is Bloodborne, a fast-paced action game that was appealing compared to the slower Souls games.
The document discusses a survey conducted to determine which game console, the PS3 or Xbox 360, will surpass the other in sales. Key findings from the survey of 88 respondents show that a majority believe the PS3 is more reliable, though the Xbox 360 has a more reliable online network. Most respondents are willing to pay for online gaming and felt exclusive titles influenced their purchase. The conclusion is that as the PS3 closes the sales gap and is seen as more reliable, this will be a factor in it surpassing Xbox 360 sales in the future.
Gaming addiction is being recognized as a psychological disorder by the WHO. It can cause gaming habits to take over everyday life and interests. Dr. Richard Graham sees over 50 cases of gaming addiction per year affecting daily activities like eating, sleeping, and education. As gaming addiction becomes more prevalent, it shines a light on how the gaming industry and others will address this issue and determine responsibility, especially for children.
An online study found that:
1. Online games are growing four times faster than the internet and are worth $164 USD per second currently.
2. Games have evolved from single player "Games 1.0" to more social "Games 2.0" that allow multiplayer interactions.
3. Popular online games include massively multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as social games on Facebook.
Rockstar Games was founded in 1998 and is known for publishing major open world franchises like Grand Theft Auto, Red Dead, and Max Payne. They own development studios around the world through acquisitions. Red Dead Redemption was published by Rockstar Games, developed by Rockstar San Diego, and distributed by Ditan Distributions. It was released on PlayStation 3 and Xbox 360 consoles and utilized technologies like downloadable content to enhance the gameplay experience. The game draws from the Western film genre in its storyline, characters, and environments to create familiarity for players.
This presentation explores the strategy of Hasbro putting its brands on the big screen. We will cover the company's history, past strategies, and the terms of the deal.
This presentation sums up a case study of sociological aspescts behind crime in Chicago. One case in particular where Afican-American Hernando Washington raped a caucasian woman.
Gangasta Wisdom: 12 Hip-Hop Quotes To Improve Your BusinessSimplifilm, INC
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Older adults who exercised regularly performed better on cognitive tests and brain scans showed they had greater activity in important areas for memory and learning compared to less active peers.
This document provides an overview of game theory, including its history, basic concepts, types of strategies and equilibria, different types of games, and applications. It defines game theory as the mathematical analysis of conflict situations to determine optimal strategies. Key concepts explained include Nash equilibrium, mixed strategies, zero-sum games, repeated games, and sequential vs. simultaneous games. Applications of game theory discussed include economics, politics, biology, and artificial intelligence.
This document provides the design details for the board game "The Not So Great Depression". It includes sections on the game description, designers' intent, developers' log of changes made, materials list, character cards, resource cards, scenario cards, card distribution, game rules, and game mechanics. The goal is for players to strategically survive in a post-financial collapse world by attacking, stealing from, or consuming other players to be the last one standing.
The document discusses 5 notable events in gaming history:
1) Brown v. EMA - A Supreme Court case that established video games as protected free speech.
2) Formation and closing of Irrational Games - The creators of Bioshock known for story-rich games.
3) The EVE War - An accidental in-game battle involving 28,000 ships, the largest in EVE Online's history.
4) The Corrupted Blood epidemic - A virus in World of Warcraft that spread beyond the game's boundaries.
5) The assassination of Lord British - When a glitch allowed a player to kill an invincible NPC in Ultima Online.
The document discusses using game theory to analyze video games. It provides background on game theory, explaining that it is the formal study of decision-making where players' choices affect each other. It outlines some key game theory concepts like the prisoner's dilemma, chicken game, and Nash equilibrium. It then discusses how different types of video games like cooperative, semi-cooperative, and competitive games can be modeled using concepts from game theory.
The document provides an overview of game theory, including definitions of key concepts. It discusses:
1) Game theory as the mathematical analysis of conflict situations where players make rational decisions. It aims to find optimal strategies.
2) Key concepts in game theory including games, moves, strategies, information, payoffs, extensive and normal forms, and equilibria such as Nash equilibrium.
3) Examples of games and equilibrium concepts including prisoners' dilemma, mixed strategies, and maximin strategies. Game theory has applications in economics, politics, and military strategy.
Since the last generation of consoles were released 7 years ago, the gaming industry has been through a seismic revolution with social media and mobile technology creating completely new types of gamer. With the next generation of consoles from Sony and Microsoft likely to be available later this year, we wanted to explore this fragmented gaming audience landscape and measure the challenge that lies ahead for the two giants.
In the first of a two part post, we interview four people from within the gaming industry to understand how they see the landscape and where the power to engage and own gaming audiences lies.
This document lists the top 10 games of 2014 according to Retro Gamer magazine. It provides summaries for each game, praising their mechanics, presentation, and faithfulness to source material. The number one game is Shadow of Mordor for its nemesis system that creates emergent stories. Runner up is This War of Mine for providing a grounded look at the human cost of war. Third place goes to Shovel Knight for its throwback to classic games with modern design.
The document discusses how games are increasingly being used for serious purposes beyond just entertainment. It provides examples of games used by the US Army for recruitment and training. These games aim to realistically simulate experiences while also inculcating important values. The document also discusses virtual worlds and massively multiplayer online role-playing games that are used commercially but could potentially support analysis by allowing testing of theories against objective realities in simulated environments. Within 5 years, it suggests desktop applications may emerge that use 3D virtual worlds to allow analysts to investigate identities and events by simulating possible scenarios.
This document provides a top 10 list and honorable mention of the best retro games from 2013 as selected by Fawzi Mesmar. Each game is briefly summarized, highlighting elements like compelling story, level of customization, mature themes explored through innovative gameplay, emphasis on player decisions and consequences, attention to detail, tight controls and level design, local multiplayer fun, and perfect mixture of old and new elements. The number one pick is The Legend of Zelda: A Link Between Worlds, praised for its character design, missions, levels, items, soundtrack, and blending of old and new.
The document discusses the history and definition of MMORPGs (massively multiplayer online role-playing games). It notes that the term was coined in 1997 by Richard Garriott to describe games previously called graphical MUDs. MMORPGs are distinguished from other RPGs by having very large numbers of players interacting in a persistent, online virtual world. Popular MMORPGs like World of Warcraft can have over 10 million subscribers. The document outlines some common characteristics of MMORPGs like character progression systems, social interaction, character customization, and themes usually based on fantasy.
The document discusses three video games: Destiny, Super Smash Bros for Nintendo 3DS, and Candy Crush Saga. Destiny is a first-person shooter developed by Bungie and published by Activision and Sony. Super Smash Bros is a fighting game featuring Nintendo characters developed by Sora Ltd. and Bandai Namco and published by Nintendo. Candy Crush Saga is a puzzle game developed by King that was originally on Facebook and is now a mobile app. The document then analyzes the marketing mix of each game including product, place, promotion and price. It also describes the target segments for each game based on geography, demographics, psychographics, and benefits sought.
- The document outlines a game design project that requires developing an original IP game with interactive environments created in 3D modeling software and a game engine.
- It discusses genres, target audiences, gameplay mechanics, platforms, and unique selling points of focusing on two different characters and gameplay styles.
- Market research shows competitors like Assassin's Creed and Splinter Cell have declining sales, leaving an opening for a new stealth/combat game, though Heavy Rain remains a top seller.
This document appears to be notes from a foundations of serious games class. It includes a list of student names and points, possible discussion topics and readings, exertion game ideas, and summaries of existing serious games that discuss their design, goals, gameplay, forms of fun, theories, effectiveness, strengths, and weaknesses.
The document lists and briefly summarizes Retro Gamer's top 10 games of 2015. The number one game is Metal Gear Solid V: The Phantom Pain, praised for redefining stealth games and being Kojima's best Metal Gear game. Number two is Super Mario Maker, which allows users to create their own Mario levels. Number three is Bloodborne, a fast-paced action game that was appealing compared to the slower Souls games.
The document discusses a survey conducted to determine which game console, the PS3 or Xbox 360, will surpass the other in sales. Key findings from the survey of 88 respondents show that a majority believe the PS3 is more reliable, though the Xbox 360 has a more reliable online network. Most respondents are willing to pay for online gaming and felt exclusive titles influenced their purchase. The conclusion is that as the PS3 closes the sales gap and is seen as more reliable, this will be a factor in it surpassing Xbox 360 sales in the future.
Gaming addiction is being recognized as a psychological disorder by the WHO. It can cause gaming habits to take over everyday life and interests. Dr. Richard Graham sees over 50 cases of gaming addiction per year affecting daily activities like eating, sleeping, and education. As gaming addiction becomes more prevalent, it shines a light on how the gaming industry and others will address this issue and determine responsibility, especially for children.
An online study found that:
1. Online games are growing four times faster than the internet and are worth $164 USD per second currently.
2. Games have evolved from single player "Games 1.0" to more social "Games 2.0" that allow multiplayer interactions.
3. Popular online games include massively multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as social games on Facebook.
Rockstar Games was founded in 1998 and is known for publishing major open world franchises like Grand Theft Auto, Red Dead, and Max Payne. They own development studios around the world through acquisitions. Red Dead Redemption was published by Rockstar Games, developed by Rockstar San Diego, and distributed by Ditan Distributions. It was released on PlayStation 3 and Xbox 360 consoles and utilized technologies like downloadable content to enhance the gameplay experience. The game draws from the Western film genre in its storyline, characters, and environments to create familiarity for players.
This presentation explores the strategy of Hasbro putting its brands on the big screen. We will cover the company's history, past strategies, and the terms of the deal.
This presentation sums up a case study of sociological aspescts behind crime in Chicago. One case in particular where Afican-American Hernando Washington raped a caucasian woman.
Gangasta Wisdom: 12 Hip-Hop Quotes To Improve Your BusinessSimplifilm, INC
The document discusses the results of a study on the effects of exercise on memory and thinking abilities in older adults. The study found that regular exercise can help reduce the decline in thinking abilities that often occurs with age. Older adults who exercised regularly performed better on cognitive tests and brain scans showed they had greater activity in important areas for memory and learning compared to less active peers.
The document discusses the ethical issues surrounding human cloning and outlines two main cloning methods - embryo splitting and nuclear transplantation. It notes differences between the methods such as the number of progenitors and genetic manipulation possibilities. Reasons for and against cloning are provided, including using cloning to help infertile couples, stem cell research, and replacing lost children. However, concerns include impacts on human individuality, commodification of women's eggs, and biological risks of reduced genetic diversity. The United Nations is exploring the issue to determine international policy on human cloning.
This presentation explores the possibility of Pringles establishing a factory in Israel. All Hypothetical of course. Before Procotor and Gamble dumped them.
10 Inspirational Mafia Quotes - for CommunicatorsRobin Roemer
This document contains 11 inspirational quotes from mafia movies about communication and managing relationships. It emphasizes building real relationships before needing them, communicating clearly and openly, walking the talk, and relaxing without taking things personally. The recap section restates these points and encourages including a clear call to action when communicating appropriately.
8 Management Lessons From The Films of Al PacinoChris Kim
This document provides 8 management lessons drawn from films starring Al Pacino. The lessons include: being aware of competition from The Godfather Part II; dreaming big and having confidence like Scarface; having integrity in your work as seen in Heat; valuing customers and partners from The Insider; stopping things that aren't working as in ...and Justice For All; taking risks despite public opinion from Glengarry Glen Ross; giving employees the best chance to succeed as in Scent of a Woman; and surrounding yourself with great people as shown in Any Given Sunday.
The document provides a list of video game options and potential assignment ideas for learning history through playing video games. It includes games like Assassin's Creed, The Walking Dead, Civilization, Bioshock, and others. For each game, it outlines historical accuracy, story elements, and possible assignment topics focused on analyzing key decisions, locations, battles, strategies for victory and their historical context. The assignments are designed to have students experience and learn from the games to write reflective analyses.
Super thorny pigeon bon appetit!- the not so great depressionLisa Lee
The document describes a proposed multiplayer PC survival game called "The Not So Great Depression". Players compete against each other in a post-financial apocalyptic setting to be the last survivor standing. Players can locate resources, attack others, steal from others, duplicate items, and consume resources to aid their own survival. The game draws inspiration from titles like Borderlands 2, ARMA 3, and 7 Days to Die but aims to provide a more realistic and balanced experience for newer players.
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
The document outlines ideas for a first-person zombie apocalypse survival horror game set in a post-apocalyptic open world version of London. The protagonist is Jason Blake, a 27-year old working class man who must scavenge for weapons and supplies while interacting with other survivors. Gameplay will involve exploring the open world map to complete missions and level up skills like weapon usage and stamina. Choices will determine whether the character becomes more heroic or renegade over the course of the story. Mood boards showcase the gritty, desolate atmosphere and include images of weapons, vehicles, and the infected to bring the game vision to life.
Magic: The Gathering is a collectible card game where players take on the role of wizards and battle each other using customizable decks. The game involves strategic use of cards representing spells, creatures, artifacts, and lands that provide magical energy (mana) needed to play other cards. Key elements include the five colors of mana that influence card abilities, building unique decks, and a "golden rule" that allows cards to override standard rules. While the game provides infinite combinations and uniqueness in deck-building, criticisms include the expense of buying cards, complexity of rules, and losing interest against familiar opponents over time.
This document discusses video game statistics, genres, and the uses and gratifications model applied to specific video games. Some key statistics provided include that 66% of US households play video games, the most popular console genres for boys and girls, and that the best selling console of all time is the PlayStation 2. The document also examines the genres of different video games like first person shooters, third person shooters and simulations. It applies the uses and gratifications model to analyze how games like Call of Duty Black Ops and GTA4 fulfill needs like reinforcement of identity, companionship, information and entertainment.
The document summarizes Jeff Johannigman's presentation on immersive learning simulations. It discusses how terms like "games" and "fun" can be barriers for corporate adoption, and promotes using the term "immersive learning simulations" instead. It also outlines various types of learning games and the key ingredients of an effective game, including interactivity, game mechanics, balanced challenge, feedback, and resource management.
The document summarizes a presentation by Jeff Johannigman on immersive learning simulations. It discusses Jeff's background in the gaming industry and how he became interested in using games for learning. It then covers barriers to adopting games for learning in corporations and proposes using the term "immersive learning simulations" instead of "games" or "serious games". Finally, it discusses elements of simulations and what makes them immersive for learning.
The document proposes an ethics game to reveal a person's true character. Players would be told they are being evaluated on their analytical and leadership skills. They would play the board game Diplomacy where strategic deception is common. Their negotiations and actions during the game would be recorded. After playing, the players' ethical behavior would be analyzed to see if they remained truthful or honored agreements despite temptation to betray others for personal gain. The game is proposed as a cheap, fast and simple way to test a person's ethics through how they act when competing in a strategic simulation.
Games provide entertainment through play that follows rules and involves meaningful choices. They satisfy various human motivations like achievement, socializing, exploration and more. Games transport players to magical circles that are separate from reality through immersive experiences. While games are meant to be fun, they can also be used for serious purposes like teaching and promoting meaningful messages.
Connecting Ethical Choices in Games to Moral FrameworksGabriel Recchia
Games have moral impact. They can make players more aware of their own values, and even change them... and not always in the ways you might expect. Using Jonathan Livingston Seagull (the board game!) and Glitch as case studies, this presentation covers three aspects of gaming that are critical for game researchers who hope to gain a more complete awareness of the effects a game is having on its players.
The document discusses different perspectives on analyzing games. Narratologists argue that games can be interpreted like literary texts due to their underlying narrative structures. However, Ludologists assert that a game's meaning is expressed solely through its rules and mechanics. They believe games should be studied based on their formal systems rather than representational elements. There is also discussion around cultural contexts of gaming, immersive experiences, and world building within games. The document touches on various game design principles and patterns as well as research skills relevant to studying games.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
The Psychology of the Player & Game Character Design and Representation by Sh...Sherry Jones
Dec. 6, 2015 - This presentation explores many psychological theories that can help us understand how players think, and how game characters should be designed.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
The secret world review www.gamebasin.comGameBasin.com
The document provides a review of the MMORPG game The Secret World. It summarizes the character creation process, factions, lack of character classes/levels and use of ability/skill points instead. It praises the modern real-world setting and story-driven quests, including investigation missions requiring problem-solving. However, it notes many standard kill/fetch quests and issues with the PvP and character customization. End-game includes dungeons focusing on boss encounters and two raid instances. The reviewer has mixed opinions but enjoys the game most during investigation missions.
The secret world review www.gamebasin.comGameBasin.com
The document provides a review of the MMORPG game The Secret World. It summarizes the character creation process, factions, lack of character classes/levels and use of ability/skill points instead. It praises the modern real-world setting and story-driven quests, including investigation missions requiring problem-solving. However, it notes many standard kill/fetch quests and issues with the PvP and character customization. End-game content includes dungeons, raids and PvP, with dungeon design focusing on challenging bosses over mobs. The reviewer expresses mixed opinions but enjoys the game most during investigation missions.
This document provides summaries of 15 games that are playable on Linux to help make gaming on Linux easier. It discusses each game briefly, including title, price, description of gameplay, and screenshots for some. Overall it aims to demonstrate that gaming on Linux is viable by highlighting popular games that run well natively on Linux systems.
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
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Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
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The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
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The landscape of independent filmmaking is evolving at an unprecedented pace. Technological advancements, changing consumer preferences, and new distribution models are reshaping the industry, creating new opportunities and challenges for filmmakers and film industry jobs. This article explores the future of independent filmmaking, highlighting key trends and emerging job opportunities.
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Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
1. MCKENDREE UNIVERSITY
Got Game?
An Examination of the Culture of Gamers
and Their Impact on Society
Ryan Huelsmann
Anth 149
Jennifer Nolan O’dell
11/24/2008
2. Huelsmann 2
Games, games, games!!! Three of the best words ever created in the English language.
They provide the chance to socialize and hang out with your friends. They provide the chance to
outthink every move your opponent makes. They provide the chance to show that you are the
best that ever was and ever will be. They provide the chance to take down any challenge just by
using your wits. But the best part of all is that the skills you gain by playing a game could be
used in real life. That is why by examining this subject anthropologically, a greater appreciation
can be earned.
Intro to Gaming 101
Now before we get into the anthropological study of gaming, specifically in computers, a
little background might be necessary to understand how these games work and what drives
people to play these games. This way any confusion will be eliminated. Just keep in mind, this
is just a general background and any specifics vary from game to game. So, class is now in
session.
First up on the list is first person shooter, or fps for short. These video or computer
games are for those that want to get real close to the action (Bob Gill). Examples vary from the
Grand Theft Auto and Call of Duty series to the futuristic Metroid and Doom games. Basically,
all anyone has to do is survive and kill every enemy you see. The only limitation is to what you
would normally have in real life, just see what your character sees and know what your character
knows.
COD4 at Hilhi
3. Huelsmann 3
Next, real time strategy enters the fray. In games like these, the objective is to gather
resources and build an economy, which then leads to the building of towns, cities, armies, navies,
and anything else needed to keep civilization thriving (Gill). Some good examples include Age
of Empires, Age of Mythology, and some of the Star Wars games. With games like these, a
person can really learn what goes into in keeping society running, and in some of them, a person
can learn a lot of valuable information about characters and civilizations as well. For instance, in
the Age of Mythology, there are back stories and myths about each key character and unit.
Empire Mythology
As everyone knows, games involving strategy are not limited to the computer. All sorts
of pastimes force people to use their minds to figure out their next move and be two-steps ahead
of their opponent. These range from board games, such as chess and checkers, to card games
that involve the standard fifty-two card deck, such as euchre, hearts, and poker. This also
includes those more specialized trading card games where the objective is simply get the best
cards and find the best way to win a match. Now each game has their own rules, formats, and
ways to earn victory, but one tool is used throughout all of them, the mind.
Role playing games, RPG for short, are third on the list, and as the name suggests, these
are the type of games where people can portray the roles of different characters and live their
lives as they would (Gill). Now, like the first person shooters, these also take on the first person
perspective, but unlike them you can create your character, choose how you want to live, and
4. Huelsmann 4
anything else to make the character more enjoyable. Basically, you are not limited to what the
game has programmed into it. Examples of this type of games include World of Warcraft,
Runescape, EverQuest, and MYST, the granddaddy of them all (Gill). Here is an example of
some of characters on World of Warcraft.
Nico.se
Just like the strategy games, these too are not limited to the computer. Many of these
games, such as Dungeons and Dragons, Star Wars, and Rifts, have their own various character
models, stats, scenarios, quests, and rulebooks with all the information for each game. Here we
have people get together for a jam packed evening of mystical adventure all for the greater good
or greater evil, whichever works for that individual.
Last but not least is simulation. Games of this caliber include Flight Simulator, SimCity,
and The Sims. Out of all the various types of games available, this type has the most educational
and real world applications (Gill). If you want someone trained to fly a plane, operate a
5. Huelsmann 5
submarine, or handle a space shuttle, you would use a system that can simulate all of the
conditions that will be expected and unexpected to prepare them before they get behind the
wheel. If you want to analyze what kind of impact a decision will make, then you would run a
simulation factoring all the variables in to account to see which decision will provide most
favorable results.
That concludes our introduction to the world of gaming. Each type of game has their
individual properties, programs, and rules. Despite their differences, they all have a purpose in
their actions. Whether it is for entertainment value, for a chance to escape and relax from the
real world, for the education of new skills and concepts, it is just one of the many ways
LAN vs. MMO: Which one to chose?
There are three ways to prove that you are better than everyone else in the computer
gaming world. One is get the highest score and make sure no one else beats it, or the other way
is go on a head to head challenge. The best way to do a head to head challenge is to set up LAN
or MMO connection with your personal computers.
Local Area Network (LAN) is a localized network where gamers can play against one
another to see which one is the best (Huelsmann). All you need are some computers hooked up
to the same network and make sure they all have the same software. Here no one else can enter
the server and join in unless they are on that network, which is good because all of those
involved will know who will they play against and no one can join in abruptly out of the blue.
On the other hand, Massive Multiplayer Online (MMO) games are not limited to just one
network, and anyone with a computer and an internet connection can join in (Huelsmann). Here
you can meet and play against people all over the world. There is almost no limit to whomever
you can meet by playing these online games, and already you know that you have something in
common.
6. Huelsmann 6
Another aspect of these MMO games is the fact groups, guilds, and clans keep forming in
these games (Huelsmann). Some of them can be structured like a nomadic band, while others
claim a server for their own operations as well as offer their members a chance to earn rank and
prestige (Huelsmann). A good example of these highly structured clans is The Elite Command
*TEC* clan on the Call of Duty 4: Modern Warfare game. The responsibilities of these higher
ranked officials include recruiting new players and administrating the servers on their COD4
(Huelsmann).
LAN and MMO both offer great chances to compete against your friends, but MMO only
offers the opportunity to compete against strangers from all over the world as well.
Social Events: Yeah!! Party over here!!!
Events and conventions happen throughout the year for the gamer community. There are
the weekly opportunities to meet and compete, and then there are the annual ones where you get
the chance to see what is new in the gaming world.
Gamers of the Magic the Gathering gather round for a weekly ritual of learning new
spells, showing off their combat skills, and telling of adventures and journeys of the past week.
That is right folks! It is Friday Night Magic (also known as draft night)! The one night of the
week where players from across the land gather around to play their favorite trading card, Magic
the Gathering.
Here is how the event works. Players will receive three booster packs of cards, which are
a pack of fifteen seemingly random cards of a particular set. The set for this event is Shards of
Alara. Everyone opens up their first pack, selects one card, and hands the rest to the next person.
Then, they pick one card out of the set that was handed to them by the previous player and hand
the rest on to the next person down the line. The process continues so on and so on until all
cards have been selected for a total of forty-five individual cards at your disposal. The objective
7. Huelsmann 7
is to use these cards and construct a forty card deck to battle against each other in a three round
tournament. This event is similar to when NFL teams draft players to add to their teams.
Huelsmann Magic
While the Magic players have their draft night, wizards, elves, gnomes, dwarfs, orcs,
humans, and those of mix-breed have their opportunity to work together to fight and take down
whatever gets thrown at them (Richardson). Let the Dungeons and Dragons begin!!! Here we
can complete a scenario that will be victorious in the long run, find weapons, level up the
character, and destroy the enemy. It is surprising to find out what you can accomplish in a
couple of hours and the only limit is the mind.
Tome P p
Conventions of all shapes and sizes are available to the ordinary gamer. Here you can
hear what is new, what is hot, and hear what they will come out next (Knecht). It was at one of
these conventions that my friend Larry Knecht heard about this new card game called Munchkin.
This is a hilarious trading card game that is great at parties. Ah, it is great to be in the loop.
8. Huelsmann 8
Munchkin Munchkin
No matter the occasion, it is always a party with your friends and you got a good game to
pass the time. That is one of the things that make life great.
The Argument: Friend or Foe?
Many social issues have arisen whether or not video game are helpful or harmful to the
populace. From promoting violence to laziness, video games have been object of scrutiny for
many years.
Now there is a well-known argument over whether violent video games of this format
tend to drive children towards violent tendencies. The most famous example is Columbine’s
Eric Harris and Dylan Keebold, two gamers who went on a killing spree at Columbine High
School in Colorado. Now, as Bob Gill quotes, “there is no evidence that it [video games] caused
violence, but evidence does show it can affect it.” After analyzing the incident and some others
like it, investigators have discovered that there marksmanship was far superior when compared
to SWAT teams. Now, there are two ways to feel about this: scared and impressed. People
9. Huelsmann 9
should feel scared about this happening somewhere else and that there is less likely of a chance
that they will miss you. Fear is the primary emotion for obvious reasons, but I personally cannot
help but feel impressed. These guys got better scores than those guys on SWAT. Think that is
the reason why the army is now using video games as a means of recruitment?
Now how many time have you ever been told do not play that video game till you get
your homework done or till your chores are done? I have heard that question from my parents
many times before. Is it our fault that they are so addictive? Is it our fault that they are so much
more entertaining than real life? Who wants to do work when there is a video game just calling
out to you?
The Art of Gaming
P
These pictures provided by wizards.com are examples of character portraits of some the
characters found in Dungeons and Dragons. Players inspired by their character in DND game
have revealed their hearts desire and passion for the game. This is just an example of how much
the arts are being affected by gaming.
Mods, short for modifications, are ways of altering the game. In some cases, it can be a
minor modification like the obtaining the Delorean from the Back to the Future and driving it
around on Grand Theft Auto III or changing the entire premise of the game like killing zombies
10. Huelsmann 10
on a Call of Duty 4 game where normally the enemy is Russian Spetznaz or Iraqi OpFor
(Knecht). Every time you look around there is some secret cheat code, Easter egg, or
downloadable modification that can completely change the game entirely. It takes a real artist to
come up with these changes.
Gaming also offers the opportunity to branch off into other technology as a medium for
the arts. For instance, gamers constantly record their adventures on the PC, add some music, and
post their masterpiece on Youtube.com (Huelsmann). Seriously, these are some pretty good
videos.
Grand Theft Auto: San Andreas has been compared to American folklore (Miller).
Seriously, it is. The comparison is made based on the game as a “story collection, performance
context, a virtual museum of vernacular culture, and a pop culture artifact whose double-voiced
aesthetic has given rise to diverse interpretive communities (Miller).” Do you know what that
means? Every video game that comes out with its own individual storyline can be considered a
literary work of art. The stuff that makes a legend a legend could occur in almost every video
game. Try putting that on the curriculum.
Video Games: The New Teachers
Remember earlier when I mentioned the strategy games and they have real world
applications. Now, there is this story where a little girl is attending a town meeting and the
mayor is announcing plans to change their methods in handling garbage. Well, this little girl has
a better idea than what was proposed by the mayor, and no one believed that she could have
come up with such a brilliant idea because she has no expertise and experience in the matter.
The only place she got this idea from was playing the video game SimCity, and it showed her the
best way to perform this action efficiently and effectively. In the end, I believe they dismissed
her plan, but they will be sorry once they realize she was right (Gill).
11. Huelsmann 11
This is just one example of video games are becoming the new teachers. Schools already
have opened their classrooms to the computer lab to help teach their students. Games, such as
Reader Rabbit, The Oregon Trail, Spore, and The Magic School Bus: Study of the Solar System,
are becoming more and more common in elementary schools. It is the new way of learning and
evolving their younger minds (Gill).
Super Spore
As mentioned earlier, simulations are the best tool in simulations. A step-up in
simulations is virtual reality. Virtual reality is immense full of simulations so much so that a
reality is generated by this advance piece of programming. Now with VR and is key
characteristics of interactivity, three-dimensionality, and real-time feedback, we can use it to
foster cultural awareness and to develop immense language skills in ways beyond our
imagination (O’Brien). By giving them the chance to experience firsthand in a controlled
setting, students will be able to learn better than a video or instructor ever could.
As we all know, learning is not restricted to just the classroom or video games. Anything
can increase your knowledge and help you out later in life. All that is needed is a means to relate
to it.
12. Huelsmann 12
Conclusion
Finally, we have come to the end. Now let’s review how games have benefited society.
There are many games out there, and each one offers a variety of skills from the strategic
thinking to technical expertise. Gaming offers a chance to socialize with others who share their
interests. Gaming is a means to inspire the arts. Gaming is also grants the opportunity to
educating people in ways that no one could ever conceive. The benefits of gaming have gone
beyond the purpose of entertaining, but instead offer a chance for people to better themselves.
13. Huelsmann 13
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